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Sub Space 9206_C08
OFFICIAL RULES FOR FIZZBIN
researched by Anthony Fredrickson, STAR TREK MONTHLY POSTER BOOK no. 3, November 1976 issue
Fizzbin first appeared in the STAR TREK episode ÒA Piece of the Action,Ó written by David P. Harmon and Gene L. Coon, directed by James Womack, and first broadcast 1/12/68 via the National Broadcasting Corporation television network
On the planet Beta Antares IV the game of chance known as fizzbin is not a mere entertainment but a way of life. The game is named after the Antarian ancient, Saint Fizzbin, who, it is said, learned the game from the Dark One, then proceeded to win back his life each time Fate called him to eternal rest. Saint Fizzbin passed away after a lifetime of 1600 years and Antarians have adopted fizzbin as a method of emulating their honored ancestor, hoping to earn the favor of the gods and win health, wealth, and longevity. Fizzbin is a way of settling all debts, public and private. It is the basis of the Antarian court system, criminals being able to win pardon by defeating the local magistrates at the gaming tables. Indeed, the most skillful fizzbin players occupy Beta Antares IVÕs highest government posts. Marking fizzbin cards is punishable by death, and the traditional, ceremonial rules, steeped in tradition, seem most strange by human standards. On Beta Antares IV their faithful observation is the framework of civilization itself!
Certain anatomical and cultural differences prevent humans from playing fizzbin exactly as Antarians, who shuffle the cards using their feet as well as their hands. Antarian cards are actually handpainted animal skins, but a workable deck can be found in any standard ÒBicycleÓ deck.
All bets are laid down before the cards are dealt. The Antarians allow free betting; anything goes. They will wager for money, property, or favors (unless the participants are under twelve years of age, when they play for jellybeans) and the winner collects from each of the others.
The dealer is determined by argument and he goes first, the play moving counterclockwise around the table. If the game is being played on the floor, play moves clockwise. Each player gets six cards, except the dealer and the player to the dealerÕs right, who both get seven. The second card dealt to the dealer and the player to his right get turned up, except on Tuesdays, when the third card is turned up. A final card is dealt face up to each additional player. These form the ÒdiscardÓ piles, one for each person.
There are four kinds of winning hands in fizzbin, each successively beating the one before it. They are as follows:
ONE-HALF FIZZBIN consists of J J, A A, or 7 7 of any suit.
FIZZBIN (or FULL FIZZBIN) occurs when a player holds J J, K and 2 of any suit; A A, K and 2; or 7 7, K and 2 - except at night, when the 2 is replaced by a 4.
THREE-QUARTER is 3, 5, 6, 8, 9, and 10 - all red. At night, however, they must be black cards.
ROYAL FIZZBIN is the highest rank. It consists of J J, A A, K, and 2; or J J, 7 7, K, and 2. At night, the sequence is the same except Q and 4 replace K and 2, respectively. (The odds of getting a royal fizzbin have never been calculated.)
At the end of a hand, when the last card is drawn, if one or more players have attained the same highest rank the game is given over to the one who first pins his opponent to the floor.
Any Q or 4 that are dealt to a player in daytime must be immediately thrown out, as they are worth nothing. All K and 2 are tossed out at night for the same reason. A player may not replace them but loses the cards he throws away. After each hand, however, these cards must be reshuffled into the pack. They serve the important purpose of irritating the players.
In daytime, a player drawing K or 2 from the fresh pack or discard piles may draw another card. Likewise, another card is allowed when Q or 4 is drawn at night.
Should anyone have in his hand three cards of a kind at the end of a hand, a ÒshronkÓ is declared and he is disqualified.
The sequence of play is thus:
A player draws a card from either the regular pack or one of the top cards he can see on the discard piles. After arranging his new hand he must leave one card on any of the discard piles he chooses. If someone draws a card which allows him to take another he must show that card to all other players (although he need not draw again at all if he chooses). It is possible to get several cards in succession in this manner, but after completion he need only discard one card.
The hand has ended when the last card has been drawn from the regular deck and no other cards may be taken. At this point a participant may drop out only if he or she is married and has children. Each game lasts only one hand unless the winner accepts the traditional challenge: ÒBest two out of three?Ó